Click here for help on accessing the Unstable branch! InDev 26 Unstable 1 patch has arrived! Most of this patch's goal is sets up the framework for the patch series, adding the new damage type system, rebalancing the spawn rates and adding upgrades to all 4 of the original towers. This patch also introduces a my shameless twitch plugs for my brand new twitch.tv channel. Whenever I am live streaming development, a indication box will pop up on your main menu. If you're interested in watching me live stream development, give me a follow! You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)
InDev 26 Unstable 1 Change Log
Tower Upgrades and Damage Types
- All 4 base towers can now be upgraded, increasing their damage, firing rates and sometimes range. Their final upgrades all offer additional elemental damage of some kind. For example, the final stage bow tower can be upgraded into a fire, ice or poison bow tower.
- The fire bolt tower has been replaced with a very similar elemental bolt tower, that can later be upgraded into a fire, ice or electric bolt tower.
- Every damage in the game now has an assigned "type". Some types, like blight or poison, have residual status effects.
- Towers can now target a new monster before the old target is dead, if the new target is closer or more vulnerable to the tower's damage type.
- Mobs can be resistant or vulnerable to damage certain damage types. For example, the skeleton is now highly resistant to piercing damage from the bow tower.
- Zombies now do "Blight" damage, and can turn a villager into a zombie if they die while blighted.
- Slimes can now poison villagers.
- Being poisoned, on fire, frozen or blighted is now factored into fight or flight.
- Medics can now heal blight and poison.
- Healing aura now heals blight and poison.
- Fixed some minor sprite coloring issues.
- Improved some of the mob search algorithm. Improving update logic speed game wide.
- Reduced overall mob aggressiveness, making them search for combat less, reducing CPU usage.
- Reduced how often the tick to look for food or water when hungry or thirsty runs, reducing CPU usage.
- Reduced how often mobs wander aimless, to reduce CPU usage.
- Added a slight targeting buffer/delay to tower target searching to reduce CPU usage.
- The global spawn rate has been reduced by about 15%.
- Skeletons no longer spawn until day 4.
- Regular sized slimes can no longer spawn until day 3. But small slimes can still spawn by day 2.
- Fire elementals will not spawn until day 6. (Formally day 5)
- Greatly reduced spawn rate of spawners, but increased the rates spawners themselves spawn. (Meaning more spawners, but the same amount of monsters)
- Increased spawner build time, resource requirements and hit points.
- Increased the chance mobs will wake up from being knocked out/incapacitated.
- Reduced how often villagers stop to chat.
- Decreased the speed that body temperature adjusts, allowing villagers to stay out in the hot or cold longer.
- Rebalanced start stats and level up amounts for all mobs.
- Mobs run away more often when low on health.
- Removed 2 erroneous names from the villager name list.
- Increased flame spell damage.
- Slowed down thirst decay rate for children.
- Added some new death messages and new death message subtitles.
- Essence Collector has been slightly rebalanced and can now be upgraded.
- Generic wood GUI buttons are no longer in all caps.
- Completely removed "Stun" effects from the game's AI.
- Live stream message now pops up on the main menu when live streaming.
- Twitch link added to main menu.
- Reversed changes made that prevent building roads before the way maker shack is completed.
- Fixed the abandoned crystal harvestry in map Enchanted Shoreline.
- When resurrected, villagers no longer start with 0 energy, hunger, and thirst.
Known Issues that will be resolved before the stable build
- Tips are not updated.
- Status effects, like poison and blight are not displayed anywhere in the GUI.
[ 2017-04-21 00:57:26 CET ] [ Original post ]
Get Involved in Development
Follow @RaymondDoerr on TwitterGame Concept
Retro-Pixel Castles is at heart a godlike village simulator, but it also throws in plenty of familiar game play mechanics from classic 90s era real-time strategy games like Warcraft, along with some tower defense and survival elements in an attempt to create a new kind of village simulator. The goal is to try to bridge the gap between the depth and complexity of traditional village simulators, the fun of godlikes and the simplicity of real-time strategy.Key Features
You can't win!The problem nearly all village simulators tend to face is you seem to eventually reach a point where you can't lose the game. You become so skilled at knowing exactly what to do and in exactly what order, the game loses all of it's appeal and you eventually run off to play something else. That's not the case with Retro-Pixel Castles, it aims to make a game you can't win. Every game day, the game gets progressively harder. In RPC you will eventually lose. The goal isn't to win, that's not possible, the goal is to see how long you can survive!
Build a village, and die trying!
A major part of the game is village management, and trying to discover new and creative ways to use the tools at your disposal to keep yourself alive as long as possible.
Several Game Modes
Currently, the game offers two main game modes. Survival and Peaceful, Survival is the game the way it was meant to be played, as a brutal survival style village sim. Peaceful on the other hand has nearly no monsters, and plays out much like a traditional village simulator with some godlike and RTS elements sprinkled on top. More game modes are planned like the upcoming Sandbox mode where you basically are given unlimited resources and access to play around with the engine.
Godlike Elements
Not only can you manage your village, but you also have many godlike abilities at your disposal. You can alter the terrain, blast enemies from afar, heal your villagers and speed up resource growth.
Unlock Content Through Gameplay (Coming soon!)
In RPC, you will find yourself in a harsh and unforgiving environment, constantly trying to find new ways to keep your little villagers alive for just a few more days. As you play, you'll unlock more content, like additional buildings, items and units you can use in your next attempt to see if you can survive even longer than the last!
Even though you can't beat this game, you most certainly can make progress in it! Every round you play you'll gain experience, unlocks, and other interesting goodies that will expand the game.
Tons of map set themes!
Every set of maps will follow a certain theme (Forest, Desert, Underground, etc). Most of the current screenshots only feature a few of these map sets. But many, many more are planned.
The Soundtrack!
A full original soundtrack, made by Bibiki Garcia that blends orchestral instruments in a way fans of old 1990s era PC gaming will love and remember!
DRM-FREE
SixtyGig Games is a DRM free independent game developer! Retro-Pixel Castles will not now or ever in the future have any sort of DRM! Piracy protection only hurts you guys, the loyal paying players. So you rest assured knowing that once you buy yourself a copy of Retro-Pixel Castles you'll never again have to concern yourself with nagging questions about if you can continue playing the game down the road due to something like always-online logins, lost registration codes or because you bought a new computer and you're only licensed to put the game on one. All I ask from you is to be reasonable and responsible, you can buy the game and play it as much as you like, wherever you like. Just tell your friends to support my DRM-Free philosophy and buy their own copy! Free Content Patches, no paid-DLC100% FREE CONTENT PATCHES/DLC!
I don't believe in paying for Downloaded Content. If you buy Retro-Pixel Castles you will have access to the entire game and all the content I'll ever create for this it, forever! I believe DLC is greedy, and you deserve to have the full gaming experience from day 1, right out of the (figurative) box!Have a say!
Your feedback is extremely important. You can reply here or head on over to the Official Website and help shape the direction of development! :)- OS: Most 64 Bit Linux Distros (Must support Java)
- Processor: Intel i5 or equivalent (Dual Core with Hyper-Threading)Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Intel HD 4400 or equivalent. 1280x720 resolution or higher.
- Storage: 1 GB available spaceAdditional Notes: OracleJDK or OpenJDK 8 Required (OpenJDK bundled with product)
- OS: Most 64 Bit Linux Distros (Must support Java)
- Processor: Intel i5 or equivalent (Quad Core)Memory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: Most Dedicated GPUs. 1G+ VRAM / OpenGL 1.3+
- Storage: 1 GB available space
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